Sets the default value of a class's variable. If the class is designated as configurable (using the "config" keyword in UnrealScript or CLASS_Config in C++), and so is the variable, this function updates the Unreal.ini file to reflect the new default value. If any instances of objects belonging to are in memory, all of those objects are updated.
When an object's config variables are updated, they are notified as follows:

The object's PreEditChange() function is called, basically saying "Get ready to be modified!"

The object's configurable variables are updated with the newly configured values.

The object's PostEditChange() function is called, saying "You've been modified, so validate and update yourself".
This procedure enables objects to validate their configurable properties and update themselves. For example, the audio subsystem's PostEditChange() function clamps the sound volume to a safe range of 0.0 - 1.0 (because the SET command enables users to set it to ridiculous values) and then updates the actual volume of the sound effects that are playing.

Gets a configurable class parameter. may be a partial classname, such as "playerpawn", or a qualified classname such as "engine.playerpawn".
The class must be loaded in memory, otherwise GET returns an empty string. must be the name of a variable that is designated as configurable (either in UnrealScript using the "config" keyword or in C++ using CPF_Config).
This returns the value of the configured variable, converted to a string. The value returned by GET reflects the class's default value (for scripted classes, this is the default value that was set for the class using its property sheet). At any time, zero or more instances of objects belonging to may be in memory, and may have modified values of , and they don't affect the value returned by "GET".

OBJ GARBAGE: Collect and purge garbage ("garbage" means objects which are no longer in use).

OBJ HASH: Show object hashing statistics.

OBJ LIST CLASS=objectclass: List all objects belonging to the class (if the class isn't specified, lists ALL objects). Gives a summary of memory usage. This is very useful during game play for figuring out how much memory is being used. In UnrealEd, this statistic isn't useful because a huge amount of extra stuff is loaded which might not be used by your map.

OBJ REFS CLASS=objectclass NAME=objectname: Show a list of objects which reference the object you specify. When trimming memory usage, this is useful for figuring out why some object is being loaded.

OPEN url: Opens a local map (i.e. "unreal.unr") or an Internet server (i.e. "200.0.1.16" or "unreal.epicgames.com").

PREFERENCES: Displays the preferences in a window.

REPORT: Copies a report of the current gameplay situation to the clipboard.
You can then paste the resulting text into an email program, Notepad, etc. Extremely useful for beta testers, because it dumps the player's X,Y,Z location, the difficulty level, etc.

RMODE: Set the rendering mode. 0-9.

SAVEGAME num: Save the game in a specified position, 0-9.

SHOT: Take a screenshot and save it in the System directory with a consecutive name like Shot0001.bmp.

SHOWACTORS: Shows actors during gameplay.

SOCKETS: In network play, shows a list of network sockets (UNetConnection's) in use.

STAT ACTOR: Shows various statistics.

STAT CACHE

STAT CLIP

STAT FILTER

STAT FPS

STAT GAME

STAT GLOBAL

STAT HARDWARE

STAT ILLUM

STAT LIGHT

STAT MESH

STAT POLYC

STAT POLYV

STAT REJECT

STAT OCCLUSION

STAT SOFT

STAT SPAN

STAT ZONE

TOGGLEFULLSCREEN: Toggles fullscreen mode on and off.

TYPE: Types text on the console.

URL urlname: In network play, parses a URL and displays its components.